Board Thread:Pokémon Help/@comment-30212318-20161015235840/@comment-27535813-20161020112343

Hi! I just wanted to ask something first: What type of team is this? I see this as hyper offense since you'll mostly be switching around to deal w/ different types such that it's done quickly. If so, I suggest a SR setter in your team. Coverage should not be too important, so I don't think you'd need to have infernape's move changed, unless you want it to lure in those specific types. But it's not like infernape will get STAB so tanks will shrug it off too. Usually for a HO team it's better off having other pokes to fill in to cover each other, so that you can most likely cause a mindgame with switching. Prediction is key too if you want to get rid of other SR/spikes/toxic spike setters.

Common picks to fill in your team would be Forretress and Bisharp.

Forretress - (Physically defensive set) Can set up spikes and/or stealth rock. Spikes can stack, does not hurt flying or levitate users, while stealth rock can only be set up once, hurting generally all pokemon. Both do not affect pokemon with magic guard upon entry and depending on the type of the pokemon entering, it could be more effective or dealing only a bit of damage. Generally not recommended to have have 2 moveslots filled with just entry hazards since Forretress would also be likely to have rapid spin & volt switch. Rapid spin removes entry hazards on your side, so you'll want to only throw out forretress if you know you're going to keep switching due to opposing pokemon. You should basically avoid letting it be a lead and more of a defensive pivot(with volt switch) to pave way for your pokemon. Stay in only if you need to since it may decrease momentum. Gyroball is usually used due to the low speed it has & STAB, or you could use Toxic to cripple opposing pokemon. Leftovers is the item of choice and sturdy or overcoat ability is fine. Nature should at least be defence-raising.

You can also let Forretress be a suicide lead w/ SR & Explosion. Sturdy ability is of choice and custap berry is mostly used alongside with sturdy to allow the holder to move first next turn. This time, you can have another move slot with Spikes/Toxic Spikes as well. The last moveslot is either rapid spin or gyro ball. Up to preference. This set is mostly just being frail so no need to invest in defences at all, just speed and attack so that explosion hits as hard as it can. Hasty nature can be used to increase speed at the expense of defence. Lonely nature would be used if you really want to hit the hardest w/ explosion so that your sacrifice won't be in vain.

Do note that for volt switch in the first set, ground types are immune so you won't switch. And for the explosion, you could just die without letting the opposing pokemon die if it's a ghost type or predicts with a protect, albeit unlikely to see pokemon carrying one often in singles.

Bisharp - This pokémon won't allow your team to lose momentum as easily as Forretress. A sword dance set is useful in conjunction with LO(increase general damage), lum berry(prevent burns) or Black Glasses(boosts dark type moves only). Defiant is of choice since if you ever get intimidate switch ins from opposin pokemon, you get a +1 attack boost as intimidate = -1, your ability = +2. Knock off, iron head and sucker punch are a must. Knock off has STAB and amazing utility thanks to item removal. Iron head is a STAB as well and does good against many megas. Sucker Punch allows priority. High speed and attack in a nutshell for nature and EVs. Do be aware that sucker punch will not hit if the opposing pokemon does not use an attack, this gives a free time for pokemon to set up, killing you in the process.

Both pokemon were recommended since your team seems to have a hard time dealing with Fairy Types efficiently. This is evident due to how fairy types will shut down your Salamence and Infernape easily. Shutting down a part of your team (if I assume it's hyper offense) = core is broken.